Tempest Stormlords are the storm unleashed — warriors who thrive in the heart of violence, moving seamlessly between blades and blasters as if the battlefield were an extension of their body. They do not command from safety or terrorize from afar. They lead by example, carving paths through resistance and daring others to keep up.
Among the Nihil, a Stormlord is proof of dominance. Their armor bears the marks of dozens of raids, their weapons tuned to personal preference and lethal efficiency. When a Stormlord enters the fray, the storm accelerates — hesitation vanishes, and survival becomes a matter of seconds.
In SWURPG, Nihil Tempest – Stormlord units should feel like fast violence with a plan: ambush angles, intimidation, and ruthless target selection. They’re strongest when they can reposition, isolate a victim, and disengage before the heroes can stabilize. Use terrain, smoke, and flanking routes to make the encounter feel like a raid — not a stand-up fight.
Recommended Level Range: 13–17 | Difficulty Rating (DR): 7
Difficulty Rating (DR): 7
Type (Size): Humanoid (Nihil) (Medium)
Initiative: +8
AC: 20 (Duranium Mesh Armor (+7 AC, max DEX bonus +3))
HP: 112 (15d8+45)
Speed: 30 ft.
Attributes:
STR 16 (+3), DEX 16 (+3), CON 16 (+3), INT 14 (+2), WIS 14 (+2), CHA 14 (+2)
Saves: DEX +8, CON +8, WIS +7
Skills: Athletics +8, Acrobatics +8, Intimidation +7, Perception +7, Stealth +8, Knowledge: Tactics +7
Languages: Basic
Equipment: Stormlord Double-Vibroblade, Two Customized Mandalorian Blaster Pistols (+2 Damage), Duranium Mesh Armor, Stormlord Command Mask, Frag Grenade, Gas Grenade (War Cloud Gas), Stun Grenade, Medpac V, Tempest storm-mask with combat telemetry, 3000 credits
Traits:
Storm Discipline. The Nihil has Advantage on saving throws against being Frightened while it can see an allied Nihil within 30 ft.
Gas Mask Filters. The Nihil has Advantage on saving throws against poison effects and is immune to its own War Cloud Gas.
Voice of the Storm. Allied Nihil within 60 ft have Advantage on saving throws against being Frightened and gain Advantage on their first attack roll each round against Frightened creatures.
Dual-Wielder Mastery. The Nihil suffers no penalties for fighting with two weapons. When it takes the Attack action, it may make one additional attack with an off-hand weapon as part of the same action.
Extra Attack. When the Nihil takes the Attack action, it can make two attacks instead of one.
Stormlord’s Momentum. Once per turn, when the Nihil reduces a creature to 0 HP or scores a critical hit, it may immediately move up to 10 ft without provoking opportunity attacks and make one additional weapon attack.
Close-Range Execution. The Nihil has Advantage on attack rolls against creatures within 5 ft that are Shaken, Frightened, or Choked.
Pressure of the Storm. Enemies that begin their turn within 10 ft of the Nihil have Disadvantage on their first attack roll that turn if they have moved since the end of their last turn.
Tempest Authority. Allied Nihil within 30 ft gain a +1 bonus to damage rolls while the Nihil is not incapacitated.
Stun Blast (3/Short Rest). When the Nihil hits a creature with a ranged weapon attack, it may choose to deal no damage and instead unleash a concussive pulse. The target must succeed on a DC 16 Constitution saving throw. On a failure, the target is Stunned until the end of its next turn. On a success, the target has Disadvantage on its next attack roll.
Actions:
Stormlord Double-Vibroblade
(Melee)
: +8 to hit,
range/reach 5 ft,
One target.
Hit: 9/9 (1d10+3/1d10+3) slashing damage
Customized Mandalorian Blaster Pistols
(Ranged)
: +9 to hit,
range/reach 60 ft,
One target.
Hit: 9/9 (1d12+2/ad12+2) energy damage
Ignore Short Range attack penalty
Gas Grenade
(Area)
range/reach 30 ft,
Creatures in the area.
Area: 10-ft radius cloud.
Hit: —
Each creature must succeed on a DC 16 CON save or take 7 (2d6) poison damage and be Choked until the end of its next turn (Disadvantage on attack rolls). The cloud is heavily obscured and lasts 2 rounds.
Stun Grenade
(Area)
range/reach 30 ft,
Creatures in the area.
Area: 10-ft radius.
Hit: —
Each creature must succeed on a DC 16 CON save or be Stunned until the end of its next turn.
Stormlords fight at close-to-mid range, constantly shifting between melee and pistol fire to maintain pressure. They exploit fear, gas, and disruption created by allied units, striking hardest where enemies are already compromised.
Once momentum is established, the Stormlord presses relentlessly, chaining kills into movement and attacks that prevent regrouping. They do not hold ground — they break it, leaving allies to flood the gaps they create. If the Stormlord falls, the raid often collapses into chaos.
To explore more Nihil enemies, return to the Nihil Forces index and expand your roster with additional raiders, specialists, and strike leaders.